Aadhavan Srinivasan 45aa6ba4bc | 10 months ago | |
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README.md | 10 months ago | |
ball.cpp | 10 months ago | |
client.cpp | 10 months ago | |
connect_code.cpp | 10 months ago | |
copy_dlls_mingw.sh | 10 months ago | |
easysock.cpp | 10 months ago | |
main.cpp | 10 months ago | |
meson.build | 10 months ago | |
numeric_base.cpp | 10 months ago | |
paddle.cpp | 10 months ago | |
serialization.c | 10 months ago | |
server.cpp | 10 months ago | |
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README.md
Netpong - A Pong game for the internet era
Netpong is a network-enabled Pong game, written in C++. It enables two players to play against each other, provided an IP address and a port. It also supports a single-player mode.
How it works
The game has only one runtime dependency: The raylib graphics system. In order to write idiomatic C++, I chose to use the raylib-cpp wrapper, which provides an object-oriented interface to the Raylib library. However, this wrapper is bundled with the project, and is thus not required to be installed.
Building
This application uses Meson as a build system. To build the application:
-
Install meson from the link above.
-
Install raylib from the link above (THIS IS OPTIONAL, SEE STEP 5)
-
Set up the build directory with the
meson setup build
command. -
Compile the application, with the existing raylib installation, using
meson compile -C build
. -
If you don't have raylib installed, you can create a statically linked version of the library on Linux by running the following commands:
meson configure -Ddefault_library=static build/ meson compile -C build -Ddefault_library=static
Running
-
To run in single-player mode:
- Run the application with no arguments:
build/pong
- Left paddle is controlled with
W
andS
keys, right paddle is controlled withUp
andDown
arrow keys.
- Run the application with no arguments:
-
To run in multi-player mode:
- One player runs the application in Server mode, specifying their IP address and a port:
build/pong -S <ip_address> <port>
- The other player connects to the first player by running in Client mode, specifying the first player's IP address and port:
build/pong -C <ip_address> <port>
. - The server controls the left paddle by default (WIP to allow the user to modify this), and the client controls the right paddle.
- One player runs the application in Server mode, specifying their IP address and a port: